XTIN (Extinction Level Event) is a project to create a CC licensed, “Final Fantasy: The Spirits Within” type movie using Blender.
If you’ve never heard of it, go to the blog -
and click on links and stuff.
XTIN has adopted an Open Business model. Read more about it in this thread -
XTIN business model development
This is Open Business in action - I’m looking for your help in grading the difficulty of the tasks involved in making our first poster. The poster will be sold through Deviant Art and, through a software system of Sam Rose’s devising, profits will be automagically divided up and sent into the PayPal accounts of contributing artists - guys from BA.org like aws357, Fweeb, and .:Tracer:. - who have put a huge amount of time into this project.
If you’d like to help make sure the artists are paid fairly, go through the following list and rate the tasks you’re familiar with according to their difficulty level.
As an example, in the category of “modelling,” a primitive would be a “1,” and a realistic face model able to withstand a closeup shot would be a “100.” In shaders, a basic plasticy shader would be a 1, a realistic non-SSS would be a 70 (my opinion, I made ours), and an SSS skin shader would be at least a 100 (using Blender).
In textures, a checker texture would be a 1, a photo-based texture with some retouching would be around 30, and a hand-painted texture requiring the creation of specific brushes and fitting to a non-even uv layout (like the facial skin textures) would be 50-70 or possibly higher.
The upper range of the scale is open-ended - if there’s a task difficult enough to be 1000 points, you can give it 1000 points. A difficulty level that high should probably be reserved for a job like Director or Producer that lasts the length of a project and can’t be broken down easily into smaller tasks. On the poster, jobs like Art Direction and Project Management might get that rating. And marketting, if Sam’s software works :p:D
Check through the galleries on the blog to see the quality of work done in any category so far -
If this thread is successful, I may implement a community grading project on finished art assets. Quality checks all the way :eek::D!
All opinions are welcome. Thanks for your help!
Concept Art -
Overall poster design -
Character Design -
Taonui, in armor and two sword types -
Black Pyramid Soldiers (male and female, two simple costume types) -
Black Pyramid Soldiers - axe, sword, spear (each) -
Snake Pyramid Soldiers (male and female, two simple costume types) -
Snake Pyramid Soldiers - axe, sword, spear (each) -
Vehicle Design -
Black Pyramid Gunboat -
Snake Pyramid Gunboat -
Modelling -
Taonui
head (close up quality) -
armor (close up quality) -
sword, sticker (close up quality) -
sword, splitter (close up quality) -
hair setup (close up quality) -
eyebrow, eyelash setup (close up quality) -
eyes (close up quality) -
teeth (close up quality) -
Black Pyramid Soldiersbodies (mid distance quality, each) -
heads (mid distance quality, each) -
harnesses/helmets (mid distance quality, original modelling) -
harnesses/helmets, adjusted to additional body types (each) -
sword and dagger (mid distance quality, with scabbards) -
axe (mid distance quality) -
spear (mid distance quality) -
Snake Pyramid Soldiersbodies (mid distance quality, each) -
heads (mid distance quality, each) -
harnesses/helmets (mid distance quality, original modelling) -
harnesses/helmets, adjusted to additional body types (each) -
sword and dagger (mid distance quality, with scabbards) -
axe (mid distance quality) -
spear (mid distance quality) -
Black Pyramid Gunboat
modelling, (mid distance quality) -
Snake Pyramid Gunboat
modelling, (mid distance quality) -
Dunes
modelling -
Cloth Sim for Snake Pyramid Soldiers
modelling to position, not true cloth sim (each) -
Shaders
skin (non-SSS for now) -
eye (all parts) -
hair -
teeth -
tongue -
armor, taonui -
sword, splitter (modification of taonui armor shader) -
sword, sticker (modification of taonui armor shader) -
black leather
Black Pyramid Soldiers, helmet (modification of taonui armor shader) -
Snake Pyramid Soldiers, helmet and other costume metal (same shader, modification of taonui armor shader) -
Snake Pyramid Soldiers, cloth -
Snake Pyramid Soldiers, sword handle (modification of cloth shader)
Snake Pyramid Soldiers, weapon metal (modification of taonui armor shader)
Sand -
Blood -
Textures (include spec, bump, and other types as needed)
Taonui
head (close up quality) -
armor (close up quality) -
sword, sticker (close up quality, use Taonui armor texture as base, add weathering, wear marks) -
sword, splitter (close up quality, use Taonui armor texture as base, add weathering, wear marks) -
eyes (close up quality) -
tongue (close up quality) -
teeth (close up quality) -
Soldiers
bodies (mid distance quality, use Taonui’s skin textures as base, adjust for race, each) -
heads (mid distance quality, use Taonui’s skin textures as base, adjust for race, each) -
helmets, costume metal parts (use Taonui’s armor texture as base, add weathering, wear marks ) -
leather texture -
cloth texture -
sword and dagger (mid distance quality, with scabbards, use Taonui’s armor texture as base, add weathering, wear marks, each ) -
axe (mid distance quality, use Taonui’s armor texture as base, add weathering, wear marks, each ) -
spear (mid distance quality, use Taonui’s armor texture as base, add weathering, wear marks, each ) -
Black Pyramid Gunboat
textures, (mid distance quality, use Taonui’s armor texture as base, add weathering, wear marks, each) -
Snake Pyramid Gunboat
textures, (mid distance quality) -
Dunes
textures -
Lighting -
Light one inanimate scene, from one angle -
Animation -
Create biped armature -
Rigging (each) -
Posing (each) -
Placement of props -
Renderer -
Split scene into manageable layers, render and check for errors -
Matte Painting
background and compositing
Project Management
lots of stuff like this for the duration of the project, keeping tabs on
the artist’s progress, updating blog -
Art Direction
directing and judging the acceptability of the artists work -
Graphic Artist -
XTIN logo design -
“Extinction Level Event” logo design -
XTIN symbol design -
Marketting/Accounting -
The stuff Sam will be doing -
Blender Foundation -
points to be tithed to Blender Foundation, or in exchange for advertising on Blender3D home page -